Cube 2: Sauerbraten

Links

First of all, welcome to Cube 2: Sauerbraten! To start off, if you are looking for help with the game itself, refer to the
Documentation below. Here are some places of interest on the internet, which are related to
Cube / Cube 2: Sauerbraten.

Cube Forums: If after reading the documentation and wiki you
still have any questions, you can try searching the forums. If your question isn't answered there,
you can try posting to a relevant thread, or creating your own, being sure to supply a good description
of your problem, and your operating system/hardware/software setup, while refraining from wild accusations.

Documentation

Cube 2: Sauerbraten is a multiplayer/singleplayer FPS freeware game project.
The source code for the engine used in these games is Open Source (ZLIB licence, read the "License"
section below carefully before starting ANY kind of project based on this engine).

The Wiki

In addition to the documentation provided, the wiki has a lot of useful information for working
with the game and engine, contributed by the community which elaborates and breaks alot of the information
down into more digestable chunks. This is just provided a short rundown of the most useful topics to new players,
and those looking for quick readable information. For more go visit the
Cube Wiki.

Frequently Asked Questions: Get the answers to some commonly asked
questions, like; "The game runs very slowly, how can I fix it?",
"Why is the game behaving strangely?", and "How do I fix the 'Hall of Mirrors' effect?".

Performance Guide: Things you can try to make the game
either run faster or look better on your machine.

Lightmap based lighting with accurate shadows from everything including mapmodels,
smooth lighting for faceted geometry, and fast compiles. Soft shadowmap based shadows for dynamic entities.

Pixel and vertex shader support, each model and world texture can have its own shader assigned. Supports normal and parallax mapping, specular and dynamic lighting with bloom and glow, environment-mapped and planar reflections/refractions, and post-process effects.

License

The game is freeware, you may freely distribute the archive and/or installer unmodified on any media.
You may re-compress using different archival formats suitable for your OS (i.e. zip/tgz/rpm/deb/dmg), any changes beyond that require explicit permission from the developers.

You may play Cube 2: Sauerbraten for any purpose as long as you don't blame the authors for any damages incurred.

If you want to produce new content with the Cube 2 Engine, you have to be aware that the source code may be Open Source, but the game and the media it consist of have their individual licenses and copyrights.
This means that you have roughly 3 options:

You may produce new content for the "Sauerbraten" game, for example as a custom map (.ogz/.cfg/textures etc).
Contributing content to the original game is most welcome, and the most productive way of working with the community.

If you want to create your own gameplay beyond what you can do with a map, the best way to do this is as a "mod" (same as above, but with new executable that
incorporates your gameplay), that requires an existing install, and installs only the new files you created in parallel to the existing files.

If you insist on making a standalone game based on Cube 2, do realize that only the sourcecode is yours to use freely (if you abide by the ZLIB license, see below),
while the media is not. You can't simply redistribute the entire package with your modified files, as the majority of game media is not yours to use freely (it is made
by many authors with a variety of licences and copyright restrictions). Unless you have explicit permission from the authors, or the readme says explicitly "may be used
for any purpose" or similar language, it will be illegal to include in your standalone game based on the engine (you may not assume that just because a file
has no explicit license, that it is free of copyright). Therefore, if you wish to produce a standalone game, be prepared to make many of the maps, models, textures, sounds etc from scratch
yourself.

In this sense Cube 2: Sauerbraten is similar to games like Quake (its code is Open Source, but its media is not), it is a game that is meant
to be added to, not copied and used as a template. Sauerbraten is not meant to be a quick game creation kit, it is a game.

If you wish to use the source code (ZLIB license) in any way, read the src/readme_source.txt file carefully.